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momo

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    A long, long time ago...

Everything posted by momo

  1. NAM General Discussion Thread

    Tropod: Are diagonal puzzle pieces in the future plans for NAM? I could use a road and avenue piece that can go over rail diagonally (either the road/avenue and/or rail being diagonal). Since buses don't add to traffic do they also not add to congestion at intersections? I have some intersections where thousands of trains are intersecting an avenue carrying thousands of buses but can't build an overpass because the intersections are not horizontal/vertical. In some places I've had to put in dual rail lines to handle the capacity. In a couple of places I have roads overpassing two or three rail lines + blank tiles + a ground highway. This is why the puzzle pieces are so great! BTW I changed the rail speeds to insane amounts which may be one reason why my rail system is used so extensively. Super job to Tropod and everyone else working on this mod!
  2. NAM General Discussion Thread

    Date: 7/16/2004 2:40:34 PM Author: What ever happened to that stack exchange that The_Great_Chozo has been working on? It looks like there aren't any discussions on this anymore, I was really interested in that. Anyway is it still in the works or it has been canceled? -Vladquote> I second that...I also like the idea of curved puzzle pieces and perhaps even diagonal ones but I think that would require an enormous amount of work with all the possible combinations of everything. Tropod:I was wondering if the terms Forward/Reverse could be changed to On Ramp/Off Ramp respectively? It would make it a little easier to use the connections. Great work Tropod and everyone else involved in this whose name maybe is not mentioned!
  3. Thanks for the digger equipment smoncrie! It enables my city engineers to dig perfect tunnels. They are working well for my Big Dig project.
  4. Hole Digging Lots

    I can't imagine making tunnels without these lots. Excellent work!
  5. The Cobb Luminary Exhibition

    This is one piece of artwork! I finally managed to download the BAT update and got the lights working. However, the foot paths do not show up in the lot, they appear as grass. What file(s) am I missing?
  6. NAM General Discussion Thread

    The stack below is what I really want to build but we would have to be able to have one-way highways so that we could have large divided highways with 6 lanes in each direction. The feeder lanes for this stack could all be two lanes instead of one. Compared to the standard cloverleaf it isn't that much bigger. The standard cloverleaf is 16x16 while this one is 22x22. Think of the amount of traffic it could handle! A BIG stack...
  7. NAM General Discussion Thread

    This is awesome! Redlotus can you make something like this for the ground/elevated diagonal stack?
  8. Your worst traffic jam pics

    I think it works!
  9. Your worst traffic jam pics

    OK I think I've may have figured it out. Here is a link to the MOD: http://www.geocities.com/jamie7020/ Download the ZIP file and UNZIP it to your main PlugIn folder. On my machine it is located in C:\Program Files\Maxis\SimCity 4\Plugins. If you are using any other of DarkMatter's automata or pathfinding DAT files you will have to delete those first (i.e. you cannot have two different DM automata files or two different DM pathfinding files in your plugins folder). If the link doesn't work try back again in a hour or two as Geocities has severe bandwidth constraints on free sites. I HAVEN'T TESTED THIS! Here are the modifications I made to DarkMatter's MOD according to unusualfire's instructions: 1) Plugin_DM_TransitSupermod_Automata_Crime10_v2_0.dat Max Vehicles Per Second -> 150000 Max Vehicles -> 0x00030D40 (this is 200,000) Vehicle Lifespan Range -> 0xFF, 0xFF Spawn/Recall for Highway -> 1, 0, 1, 0 2) Plugin_DM_TransitSupermod_TrafficSim_PathfindingBETTER_Speedx10_HiCapacity_v2_0.dat Transit Capacities: Avenue -> 1 Ground Highway -> 1 Highway -> 1 Can someone help test this out? I also didn't use the *PERFECT*.dat file because it kills game performance on my machine. There may be some other properties we can mess around with too to get these traffic jams.
  10. Your worst traffic jam pics

    Maddogmark25: It looks like we may have to figure it out ourselves. He is using DarkMatter's (DM) Traffic Supermod 2.0. This can be downloaded from here: https://www.simtropolis.com/modfiles/content.cfm?section=MODS&detail=312 I believe he has used DataGen, TrafficCop, and iLive Reader to make modifications to two of the DAT files in this MOD: 1) Plugin_DM_TransitSupermod_Automata_Crime10_v2_0.dat 2) Plugin_DM_TransitSupermod_TrafficSim_PathfindingPERFECT_Speedx10_HiCapacity_v2_0.dat Instead of that 2nd file I use: Plugin_DM_TransitSupermod_TrafficSim_PathfindingBETTER_Speedx10_HiCapacity_v2_0.dat because I find the *PERFECT*.dat file causes severe performance problems on my machine (as DM warns in his MOD). I have never used DataGen, TrafficCop, or iLive Reader before but I will download them and see if I can follow the instructions in this thread. I can't guarantee that anything will work because I don't know what ANY of those properties that have been changed mean. I don't have a lot of time to look at this but if I can figure it out, rest assured I will post the two DAT files on this board UNLESS of course someone else is kind enough to share their DAT files with us.
  11. Your worst traffic jam pics

    I think this thread should be moved into one of the mod forums. Without someone posting the DAT file, it is of no value for those of us who don't know anything about modding or how to use the various tools available. I use DM pathfinding and automata DAT files.
  12. This is COOL! I think it opens up a lot of possibilities. These railway intersections are very useful. I was wondering if this technique could be adapted to make a highway stack to replace the cloverleaf? I don't know anything about modding but appreciate the efforts of everyone on these boards!! Highway Stacks: http://www.angelfire.com/on3/DonovanMartin/interchanges/stack.html
  13. Roller Coaster Tycoon 3

    The graphics look awesome but I hope that they fix the way peeps find their way around the park. Peeps in RCT and RCT2 are so stupid and often times they will get stuck on a section of path and just keep going back and forth forever. The way they walk on double and triple-wide paths is ridiculous. It is really annoying to have your park rating drop substantially because a hundred or so peeps get stuck in a food court and don't know how to get out. The other thing I hope they change is removing the limits on the number of rides and staff you can have in the park. I built a massive park and had something like 7000+ guests in it. I went to go and build another ride (a shop) and it said that I could not build anymore rides because I had reached the limit. The same with staff too, the cap should be either completely removed or made much much higher. You should be able to build a remote section of the park (like an island or something like that) where the only way you can get to it is via a transport ride. I would like to see the peeps use the transport rides more often if they want to get from one end of the park to the other instead of just saying that they are looking for something more exciting or intense. Also, you should be able to build shops on the different levels of the elevator ride, that would be really cool!
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